;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
2       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
8       ; Fundamentalism pays support for all units past this
1       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
35      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Aerospace Research, 4,-2,  Cmp, Ref, 2, 3    ; AFl
Automobile,         5, 1,  Cmb, MP,  2, 0    ; Alp
Amphibious Warfare, 3,-2,  nil, nil, 3, 0    ; Amp
Neo-Capitalism,     4, 1,  Rep, Bro, 2, 1    ; Ast
Atomic Theory,      4,-1,  FP,  nil, 3, 3    ; Ato
None1,              6,-1,  no,  no,  3, 4    ; Aut
Military Buildings, 4, 1,  nil, nil, 0, 0    ; Ban
Education System,   4, 0,  Feu, nil, 1, 2    ; Bri
Consumer Goods,     6,-1,  Mob, nil, 2, 4    ; Bro
Liquid Flammables,  5, 0,  nil, nil, 0, 3    ; Cer
Jet Engine,         5,-1,  nil, nil, 1, 0    ; Che
Mobile Warfare I,   4,-2,  Cmb, nil, 2, 0    ; Chi
VTOL Engine,        4, 1,  Tra, nil, 0, 3    ; CoL
Combined Arms,      5,-1,  Chi, Pot, 0, 0    ; CA 
Combustion,         5,-1,  nil, nil, 0, 1    ; Cmb
Military Junta,     5, 0,  Mon, nil, 0, 2    ; Cmn
Computers,          4, 1,  Min, San, 1, 3    ; Cmp
Conscription,       7,-1,  nil, nil, 0, 0    ; Csc
Computer Aided Design,4, 0,  Cmp, nil, 1, 3    ; Cst
The Corporation,    4, 0,  Bro, nil, 2, 1    ; Cor
AA Battery,         4, 1,  nil, nil, 0, 0    ; Cur
Liberal Democracy,  5, 1,  Ast, nil, 0, 2    ; Dem
Ceramic Composites, 4, 1,  Pla, Uni, 3, 4    ; Eco
Adv. Rocketry,      4, 0,  Cer, Che, 0, 3    ; E1 
None2,              4, 1,  no,  no,  3, 4    ; E2 
Civil Engineering,  4, 0,  nil, nil, 0, 1    ; Eng
Environmentalism,   3, 1,  Rec, AFl, 3, 2    ; Env
Espionage,          2,-1,  Cmn, Dem, 0, 2    ; Esp
Heavy Artillery,    5, 0,  nil, nil, 0, 0    ; Exp
Code of Laws,       4,-1,  nil, nil, 1, 2    ; Feu
Submarines,         4,-1,  nil, nil, 3, 0    ; Fli
None3,              3,-2,  no,  no,  3, 4    ; Fun
Physics,            3, 0,  nil, nil, 3, 3    ; FP 
Special Forces,     3, 2,  CA,  nil, 0, 0    ; Gen
None4,              4, 1,  no,  no,  3, 4    ; Gue
XXX,                8,-2,  no,  no,  3, 4    ; Gun
XXX,                4,-1,  no,  no,  3, 4    ; Hor
None5,              6, 0,  no,  no,  3, 4    ; Ind
Thermal Sensoring,  6, 0,  Las, nil, 1, 0    ; Inv
Satellite Communications,5,-1,  SE,  Sup, 2, 3    ; Iro
Popular Entertainment,4,-1,  nil, nil, 2, 2    ; Lab
Telemetry,          4, 0,  Cst, Met, 1, 0    ; Las
Liberalism,         5,-1,  Mob, nil, 0, 2    ; Ldr
XXX,                5, 2,  no,  no,  3, 4    ; Lit
Sanitation,         4,-2,  Eng, nil, 0, 1    ; Too
Atomic Research,    4,-1,  Ato, nil, 3, 3    ; Mag
Refining,           6,-1,  nil, nil, 0, 1    ; Map
IFVs,              4, 1,  Chi, nil, 2, 0    ; Mas
Mass Production,    5, 0,  Mob, nil, 0, 1    ; MP 
Multi-National Corporation,4,-1,  Ast, Cor, 3, 1    ; Mat
Heavy Water,        4, 0,  Mag, nil, 3, 3    ; Med
Microwaves,         6,-2,  Rad, nil, 1, 0    ; Met
Microprocessor,     4, 1,  San, Uni, 1, 3    ; Min
Capitalism,         8,-1,  MT,  nil, 2, 1    ; Mob
Nationalism,        5, 1,  nil, nil, 0, 2    ; Mon
Banking System,     5, 1,  Phi, nil, 2, 1    ; MT 
Non-Metallic Composites,4, 0,  Met, Cst, 2, 3    ; Mys
Cruise Missile,     6,-1,  Las, E1,  0, 3    ; Nav
Nuclear Fission,    6,-2,  Ato, Uni, 3, 3    ; NF 
Nuclear Power,      3, 0,  Med, NF,  3, 3    ; NP 
Currency,           6, 1,  nil, nil, 2, 1    ; Phi
None6,              4,-1,  no,  no,  3, 4    ; Phy
Plastics,           4, 1,  Eng, AFl, 2, 4    ; Pla
Naval Air Defense,  4, 0,  Nav, Stl, 3, 0    ; Plu
Phased Array Radar, 4, 0,  Rad, Whe, 1, 0    ; PT 
Air Advance I,      4, 1,  Che, nil, 1, 0    ; Pot
Radar,              5,-1,  San, nil, 1, 0    ; Rad
None8,              6, 0,  no,  no,  3, 4    ; RR 
Recycling,          2, 1,  MP,  nil, 3, 2    ; Rec
Rocket Engine,      4, 0,  Cer, nil, 0, 3    ; Ref
None9,              3, 1,  no,  no,  3, 4    ; Rfg
Parliamentary Democracy,5, 1,  Mon, Ldr, 0, 2    ; Rep
Robotics,           5,-2,  Min, Pla, 1, 3    ; Rob
Rotary Wing Aircraft,6,-2,  nil, nil, 1, 0    ; Roc
Electronics,        4, 2,  nil, nil, 1, 3    ; San
Air Advance III,    4, 1,  CoL, Tra, 1, 0    ; Sea
XXX,                4, 1,  no,  no,  3, 4    ; SFl
None10,             3,-2,  no,  no,  3, 4    ; Sth
Re-entry Vehicles,  4,-1,  AFl, Eco, 2, 3    ; SE 
Modern Ships,       4,-1,  nil, nil, 3, 0    ; Stl
Superconductor,     4, 1,  Met, Min, 3, 4    ; Sup
XXX,                6,-1,  no,  no,  3, 4    ; Tac
Mobile Warfare II,  3, 2,  Chi, nil, 2, 0    ; The
XXX,                4, 0,  no,  no,  3, 4    ; ToG
Air Advance II,     4, 2,  Pot, E1,  1, 0    ; Tra
Higher Education,   5, 1,  Bri, nil, 1, 2    ; Uni
Laser Targeting,    4,-1,  Las, Pot, 1, 0    ; War
Thurst Vectoring,   4,-1,  E1,  War, 1, 0    ; Whe
XXX,                4, 2,  no,  no,  3, 4    ; Wri
Future Technology,  1, 0,  FP,  Rec, 3, 4    ; FT 
Argentina Tech,     3, 0,  no,  no,  1, 4    ; U1 
UK Tech,            3, 0,  no,  no,  0, 4    ; U2 
Chile Tech,         3, 0,  no,  no,  1, 1    ; U3 
Argentina Only,     3, 0,  no,  no,  1, 4    ; X1 
Chile Only,         3, 0,  no,  no,  1, 1    ; X2 
Britain Only,       3, 0,  no,  no,  0, 4    ; X3 
All,                3, 0,  no,  no,  0, 4    ; X4 
Extra Advance 5,    3, 0,  no,  no,  3, 4    ; X5 
Extra Advance 6,    3, 0,  no,  no,  3, 4    ; X6 
Extra Advance 7,    3, 0,  no,  no,  3, 4    ; X7 

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Seat of Government,       10, 0,    no, 
Barracks,                  4, 1,    Ban,
Grain Storage,             4, 1,    Eng,
Temple,                    4, 1,    Lab,
MarketPlace,               0, 1,    Bro,
Library,                   0, 1,    no, 
Courthouse,                0, 1,    no, 
City Walls,                0, 1,    Ban,
Aqueduct,                  4, 2,    Too,
Bank,                      0, 3,    no, 
Cathedral,                 0, 3,    no, 
University,                0, 3,    no, 
Mass Transit,              0, 4,    no, 
Theater,                   4, 4,    Lab,
Factory,                   0, 4,    no, 
Manufacturing Plant,       0, 6,    no, 
SDI Defense,               0, 4,    no, 
Recycling Center,          0, 2,    no, 
Power Plant,               0, 4,    no, 
Hydro Plant,               0, 4,    no, 
Nuclear Plant,             0, 2,    no, 
Stock Exchange,            0, 4,    no, 
Sewer System,              0, 2,    no, 
Supermarket,               0, 3,    no, 
Superhighways,             0, 5,    no, 
Research Lab,              0, 3,    no, 
SAM Missile Battery,      10, 2,    no, 
Coastal Fortress,          0, 1,    no, 
Solar Plant,               0, 4,    no, 
Harbor,                    0, 1,    no, 
Offshore Platform,         0, 3,    no, 
Airport,                   0, 3,    no, 
Police Station,            0, 2,    no, 
Port Facility,             0, 3,    no, 
SS Structural,             0, 0,    no, 
SS Component,              0, 0,    no, 
SS Module,                 0, 0,    no, 
(Capitalization),         60, 0,    Cor,
Pyramids,                 20, 0,    no, 
Hanging Gardens,          20, 0,    no, 
Pururu,                   20, 0,    no, 
Lighthouse,               20, 0,    no, 
Great Library,            30, 0,    no, 
Oracle,                   30, 0,    no, 
Port Stanley,             30, 0,    no, 
Sun Tzu's War Academy,    30, 0,    no, 
King Richard's Crusade,   30, 0,    no, 
Marco Polo's Embassy,     20, 0,    no, 
Michelangelo's Chapel,    40, 0,    no, 
Copernicus' Observatory,  30, 0,    no, 
Magellan's Expedition,    40, 0,    no, 
Shakespeare's Theatre,    30, 0,    no, 
Leonardo's Workshop,      40, 0,    no, 
J. S. Bach's Cathedral,   40, 0,    no, 
Isaac Newton's College,   40, 0,    no, 
Adam Smith's Trading Co., 40, 0,    no, 
Darwin's Voyage,          40, 0,    no, 
Statue of Liberty,        40, 0,    no, 
Perito Moreno Glacier,    30, 0,    nil,
Women's Suffrage,         60, 0,    no, 
Hoover Dam,               60, 0,    no, 
Manhattan Project,        60, 0,    no, 
United Nations,           60, 0,    no, 
Apollo Program,           60, 0,    no, 
SETI Program,             60, 0,    no, 
Cure for Cancer,          60, 0,    no, 

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
RR,         ; Hanging Gardens
nil,        ; Pururu
Mag,        ; Lighthouse
E1,         ; Great Library
The,        ; Oracle
no,         ; Port Stanley
Mob,        ; Sun Tzu's War Academy
Ind,        ; King Richard's Crusade
Cmn,        ; Marco Polo's Embassy
nil,        ; Michelangelo's Chapel
nil,        ; Copernicus' Observatory
nil,        ; Magellan's Expedition
nil,        ; Shakespeare's Theatre
Aut,        ; Leonardo's Workshop
nil,        ; J. S. Bach's Cathedral
nil,        ; Isaac Newton's College
nil,        ; Adam Smith's Trading Co.
nil,        ; Darwin's Voyage
no,         ; Statue of Liberty
FT,         ; Perito Moreno Glaciar
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo Program
nil,        ; SETI Program
nil,        ; Cure for Cancer


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Arg. Infantry,U1,  0,  2.,0,  4a,4d,  2h,1f,  4,0,  1, nil, 000001001000010
Alpine Troops,U1,  0,  2.,0,  3a,4d,  2h,1f,  5,0,  1, nil, 000101000000010
Royal Marines,X3,  0,  2.,0,  6a,4d,  2h,2f,  4,0,  0, nil, 000001001000110
Chil. Infantry,U3,  0,  0.,0,  4a,4d,  2h,1f,  4,0,  0, nil, 000001001000000
Seacat,       X2,  1,  5.,1, 18a,0d,  2h,3f, 10,0,  0, nil, 001000001000000
Sea Dart,     X3,  1,  5.,1, 20a,0d,  2h,4f, 13,0,  0, nil, 011000001010000
Exocet,       X1,  1,  5.,1, 20a,0d,  3h,4f, 10,0,  0, nil, 001000001000000
LVTP-7,       U1,  0,  0.,0,  3a,5d,  6h,2f,  7,0,  1, Chi, 000000000000010
Alpine Troops,no,  0,  0.,0,  3a,4d,  2h,1f,  5,0,  5, no,  000101000000010
FV 101 Scorpion,nil, 0,  3.,0,  4a,6d,  6h,1f,  7,0,  1, no,  000000000000011
Scimitar,     U3,  0,  0.,0,  3a,6d,  6h,1f,  7,0,  1, Chi, 000000000000000
Panhard AML90,U1,  0,  4.,0,  4a,2d,  2h,2f,  7,0,  1, Chi, 000000000000010
A-4 Skyhawk,  X1,  1, 14.,3, 14a,3d,  3h,4f, 14,0,  0, Tra, 010000000000010
Land Based Exocet,X1,  0,  0.,0,  4a,7d,  2h,2f,  8,0,  1, E1,  010000000010010
Tracked Rapier AA,X3,  0,  2.,0,  4a,7d,  2h,2f,  8,0,  1, E1,  010000000010010
British Paras,X3,  0,  2.,0,  7a,4d,  2h,2f,  7,0,  0, CA,  000001001000010
Amph. Commands,U1,  0,  2.,0,  7a,4d,  2h,2f,  7,0,  0, CA,  000001001000110
TAM,          U1,  0,  3.,0, 10a,4d,  3h,3f,  9,0,  0, The, 000000000000010
Mirage III,   X1,  1, 10.,3, 12a,3d,  3h,3f, 10,0,  3, Pot, 010000000010010
IA 58 Pucara, U1,  1,  9.,3, 10a,4d,  2h,2f,  8,0,  0, Pot, 010000000000010
Rheinmetall 20mm AA,U3,  0,  0.,0,  4a,6d,  2h,2f,  8,0,  1, Cur, 010000000010010
Oerlikon 35mm AA,U1,  0,  0.,0,  4a,6d,  3h,2f, 10,0,  1, Cur, 010000000010010
F-5 Tiger,    X2,  1,  0.,3, 11a,4d,  2h,3f,  9,0,  3, Pot, 010000000010010
Stinger,      nil, 0,  2.,0,  4a,4d,  2h,1f,  5,0,  1, E1,  010000000010010
120mm Wombat, X3,  0,  2.,0,  4a,6d,  6h,2f,  8,0,  1, The, 000000000000010
155mm,        nil, 0,  2.,1,  9a,2d,  2h,3f,  7,0,  0, Rob, 000000001000010
Chil. Canberra,X2,  1,  0.,3, 16a,2d,  2h,5f, 17,0,  0, Tra, 010000000000011
Sea Harrier,  X3,  1, 10.,4, 13a,5d,  4h,4f, 13,0,  0, Sea, 010000001010011
Vulcan,       X3,  1, 23.,3, 20a,3d,  2h,5f, 20,0,  0, Tra, 010000001000011
Puma,         X4,  1,  8.,0,  8a,5d,  2h,2f,  8,0,  0, Roc, 100000000000001
UH-1,         X4,  1,  8.,0,  7a,4d,  2h,2f,  8,0,  0, Roc, 100000000000001
Lynx,         X3,  1,  8.,0,  9a,5d,  2h,2f,  9,0,  0, Roc, 100000000000001
Frigate,      X4,  2,  8.,0,  6a,5d,  3h,2f,  7,0,  2, Stl, 110000000000001
Santa F,     X1,  2,  8.,0, 11a,5d,  3h,3f, 16,0,  2, Fli, 100000000001011
Invincible,   X3,  2, 11.,0,  0a,9d,  3h,2f, 16,0,  2, Plu, 010000010000001
Nuke Submarine,X3,  2,  9.,0, 10a,6d,  3h,3f, 13,0,  2, NP,  100000000001011
Transport,    nil, 2,  9.,0,  0a,4d,  2h,1f,  6,7,  4, nil, 000000000000010
Destroyer,    X4,  2,  9.,0,  8a,6d,  3h,2f, 10,0,  2, Stl, 010000000000001
Cruiser,      X4,  2, 10.,0, 10a,7d,  3h,2f, 11,0,  2, Plu, 010000000000001
Sheffield,    X3,  2, 10.,0, 16a,14d, 4h,4f, 22,0,  2, Plu, 010000000000011
Gral. Belgrano,X1,  2, 10.,0, 15a,13d, 4h,3f, 22,0,  2, Plu, 010000000000011
Splendid,     X3,  2,  9.,0, 13a,7d,  4h,3f, 20,0,  2, Fli, 100000000001011
Diesel Submarine,X4,  2,  7.,0,  8a,2d,  3h,2f,  7,0,  2, Fli, 100000000001001
25 de Mayo,   X1,  2, 10.,0,  0a,8d,  3h,2f, 16,0,  2, Plu, 010000010000001
Hermes,       X3,  2, 10.,0,  0a,8d,  3h,2f, 16,0,  2, Plu, 010000010000001
Land Mine,    X4,  0,  0.,0,  0a,6d,  2h,2f,  1,0,  1, nil, 000000000001010
Fortifications,X4,  0,  0.,0,  0a,7d,  2h,1f,  8,0,  1, nil, 000000000000010
Sea King,     X3,  1,  9.,0,  7a,5d,  2h,2f,  9,0,  0, Roc, 100000000000001
Freight,      nil, 0,  3.,0,  0a,2d,  1h,1f,  5,0,  7, Cor, 000000000000011
Bri. Frigate, X3,  2,  8.,0,  8a,6d,  3h,2f, 10,0,  0, Stl, 110000000000001
Bri. Destroyer,X3,  2,  9.,0, 10a,7d,  3h,3f, 12,0,  0, Plu, 010000000000001
Fortress,     X4,  0,  0.,0,  0a,30d,10h,5f,  1,0,  1, nil, 010000000000000
Dagger,       X1,  1, 12.,3, 13a,4d,  3h,4f, 11,4,  3, Tra, 010000000010010
Canberra,     X1,  1, 16.,3, 16a,2d,  2h,5f, 17,0,  0, Tra, 010000000000011
Super Etendard,X1,  1, 11.,3, 14a,4d,  3h,4f, 14,0,  3, Sea, 010000001010010
SA 341 Gazelle,X3,  1,  8.,0,  7a,4d,  2h,2f,  9,0,  0, Roc, 000000000000001
C-130,        X1,  2,  1.,4,  0a,6d,  2h,2f, 11,3,  4, Pot, 000000100000000
Impassable Terrain,X4,  1,  0.,2,  1a,40d, 4h,1f,  5,0,  1, nil, 010000000000000
SAS,          X3,  0,  2.,0,  8a,4d,  2h,3f,  8,0,  0, CA,  000001001000010
Nimrod R1,    X3,  1, 40.,1,  0a,3d,  2h,1f, 20,0,  1, Sea, 000000000000011
Bri. Infantry,U2,  0,  2.,0,  4a,4d,  2h,1f,  4,0,  1, nil, 000001001000010
SBS,          X3,  0,  2.,0,  8a,4d,  2h,2f,  8,0,  0, CA,  000001001000110

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fascism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Barren,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Steppe,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Pampa,      1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Glacier,    2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,   ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Coniferous, 1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Birds,      2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Sheep,      1,2,  3,1,0,
cute Penguins,2,2,  1,1,4,
Swamp,      2,3,  1,4,0,
Bananas,    2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Oil,        1,2,  0,4,0,
Shrub,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Deer,       2,3,  1,2,3,
Goat,       2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Furs,       1,2,  2,0,3,
Penguins,   2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Fish,       1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
Fascism,        General,     General
Parliamentary,  Prime Minister,Prime Minister
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 3, Germans,     German,      1, -1,  1,     4, General, General, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,       0, 7, 2, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 0, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     4, Dictator, Dictator, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,     4, Dictator, Dictator
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Dictator, Dictator
Hannibal,     Dido,                0, 6, 1, Carthaginians,Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Hides,
Wool,
Beads,
Cloth,
Salt,
Coal,
Copper,
Dye,
Wine,
Silk,
Silver,
Spice,
Gems,
Gold,
Oil,
Uranium,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Private
Corporal
Sergeant
Lieutenant 
Colonel
General

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













